Tuesday, September 27, 2011
[SoundMUD] SoundMUD development log
I used to post news about SoundMUD in SoundRTS development log, but from now on, I will post news about SoundMUD in a new blog: SoundMUD development log.
Monday, August 29, 2011
Another pygame example for audiogame programming
[Edit: if the sounds are not played at the expected moment (pygame > 1.7.1), this might be caused by a large default buffer length; in that case add pygame.mixer.pre_init(22050, -16, 2, 1024) before pygame.init(); more details there]
Example 3: move an object to the left or to the right with the arrow keys
This is a basic game loop, at last. I might try to simplify it further.
You can download all the examples (with the sounds) here.
Example 3: move an object to the left or to the right with the arrow keys
This is a basic game loop, at last. I might try to simplify it further.
You can download all the examples (with the sounds) here.
Monday, June 13, 2011
[SoundMUD] SoundMUD 0.13 released
(July 19: warning: this is not the "very different" 0.13 version previously mentioned in the website. The "very different" 0.13 version, a CircleMud / SoundMud combination, was just an unreleased experiment and isn't planned any more. So this 0.13 version is the trunk that will continue to evolve, I hope.)
(June 25: updated this post with a list of changes from 0.12)
SoundMUD 0.13 is available at:
http://jlpo.free.fr/soundmud/soundmud_redux.htm
Download link:
http://jlpo.free.fr/soundmud/soundmud-0.13-windows.zip
A manual is available at:
http://jlpo.free.fr/soundmud/manual.html
List of changes from 0.12:
- the "client_data" folder has been renamed to "data"
- the "sounds" folder has been moved into the "data" folder
- fixed the hostile sound signal
- fixed the sound emitted when the creature is hit by a weapon
- now the creature's description mentions the equipped weapon
- now the weapons break after some use
- restored the player's id in the character's description
- now any creature emits an "attack" sound when attacking
- added a manual
- fixed the "e" key (to select equipment)
- added "unequip" action
- now the monsters take any object on the ground (can be noticed after the player character's death)
- the player character drops the equipped weapon on dying
- the "water drops" sounds in the corridors have been restored
- if an already connected user tries to connect again, the server will close the other connection and accept the new user connection (instead of rejecting the new connection)
- slightly edited some underground rooms so they are more connected (with cycles, not like tree branches)
- added a bigger underground crypt with monsters and a boss (probably too many monsters)
(June 25: updated this post with a list of changes from 0.12)
SoundMUD 0.13 is available at:
http://jlpo.free.fr/soundmud/soundmud_redux.htm
Download link:
http://jlpo.free.fr/soundmud/soundmud-0.13-windows.zip
A manual is available at:
http://jlpo.free.fr/soundmud/manual.html
List of changes from 0.12:
- the "client_data" folder has been renamed to "data"
- the "sounds" folder has been moved into the "data" folder
- fixed the hostile sound signal
- fixed the sound emitted when the creature is hit by a weapon
- now the creature's description mentions the equipped weapon
- now the weapons break after some use
- restored the player's id in the character's description
- now any creature emits an "attack" sound when attacking
- added a manual
- fixed the "e" key (to select equipment)
- added "unequip" action
- now the monsters take any object on the ground (can be noticed after the player character's death)
- the player character drops the equipped weapon on dying
- the "water drops" sounds in the corridors have been restored
- if an already connected user tries to connect again, the server will close the other connection and accept the new user connection (instead of rejecting the new connection)
- slightly edited some underground rooms so they are more connected (with cycles, not like tree branches)
- added a bigger underground crypt with monsters and a boss (probably too many monsters)
Saturday, May 28, 2011
[SoundMUD] bug fixed in SoundMUD 0.12
At last, the bug which has been preventing the server of SoundMUD 0.12 from working has been removed.
http://jlpo.free.fr/soundmud/soundmud_redux.htm
SoundMUD 0.12 is a minor and buggy evolution of 0.11, provided for comparison with 0.11 (both servers are running). It might be a dead-end, I don't know yet. the main changes are:
* a MMORPG-like gameplay: no need to hold Enter to move or attack any more, just press backspace once; special attacks or spells or actions are missing though, so the result might be unconvincing yet;
* after death, you can rest and observe the room until you press R to rez
* no more compass indications when the character rotates
* the monsters' AI is different: they go back home after a fight
* press I to select the next object in the inventory
* press Backspace to equip a weapon (selected it in the inventory)
* press E to select the next object in the equipment slots (only a held weapon slot at the moment)
* press D to drop the selected object
* change: press Insert (instead of backspace) to switch weapons
http://jlpo.free.fr/soundmud/soundmud_redux.htm
SoundMUD 0.12 is a minor and buggy evolution of 0.11, provided for comparison with 0.11 (both servers are running). It might be a dead-end, I don't know yet. the main changes are:
* a MMORPG-like gameplay: no need to hold Enter to move or attack any more, just press backspace once; special attacks or spells or actions are missing though, so the result might be unconvincing yet;
* after death, you can rest and observe the room until you press R to rez
* no more compass indications when the character rotates
* the monsters' AI is different: they go back home after a fight
* press I to select the next object in the inventory
* press Backspace to equip a weapon (selected it in the inventory)
* press E to select the next object in the equipment slots (only a held weapon slot at the moment)
* press D to drop the selected object
* change: press Insert (instead of backspace) to switch weapons
Saturday, January 29, 2011
[log] SoundRTS 1.1 alpha 6 released
Available at:
http://jlpo.free.fr/soundrts
The main changes since 1.1 alpha 5 are:
Languages:
- added Brazilian Portuguese translation from Bgb Blind Games Brazil
Team play:
- the peasant can store gold or wood in a warehouse of an ally (the stored resource belongs to the gatherer, not to the owner of the warehouse)
Gameplay:
- when saying the name of the current square, a summary of the content is included
- added "invisible", "detector" and "cloaker" to the description of a unit (available with V status or Tab description and Control to repeat)
- the player won't have an alert for the following events concerning an enemy or an ally: "work complete", "OK order", "impossible order"
- the alert system is changing: the remaining units are mentioned for every conflict square
- the newly discovered resources are mentioned differently
Bugs fixed:
- bug fixed: too many meadows were created (2 * nb_meadows_by_square)
- bug fixed: when attacking a friendly unit, the attacker would try to go very near the attacked unit, instead of having the "attack range" distance
- bug fixed: units with splash damage (dragons for example) couldn't be forced to attack their own units
- bug fixed: sawmills and blacksmiths were included in the W menu even after all the upgrades and research have been done
Sounds:
- 3 new TTS sounds: 4289 invisible, 4290 detector, 4291 cloaker
- sounds: removed the indefinite article "a" from 80.ogg and 81.ogg ("wood" instead of "a wood", "goldmine" instead of "a goldmine")
Solo campaign:
- in the chapter 4, after 3 minutes, the mage in b3 teleports to a1
SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").
About multiplayer games, this version is only compatible with itself. If you modify the rules.txt file or the ai.txt file, you need to send it to your friends if you want to play with them, or they won't find your server.
http://jlpo.free.fr/soundrts
The main changes since 1.1 alpha 5 are:
Languages:
- added Brazilian Portuguese translation from Bgb Blind Games Brazil
Team play:
- the peasant can store gold or wood in a warehouse of an ally (the stored resource belongs to the gatherer, not to the owner of the warehouse)
Gameplay:
- when saying the name of the current square, a summary of the content is included
- added "invisible", "detector" and "cloaker" to the description of a unit (available with V status or Tab description and Control to repeat)
- the player won't have an alert for the following events concerning an enemy or an ally: "work complete", "OK order", "impossible order"
- the alert system is changing: the remaining units are mentioned for every conflict square
- the newly discovered resources are mentioned differently
Bugs fixed:
- bug fixed: too many meadows were created (2 * nb_meadows_by_square)
- bug fixed: when attacking a friendly unit, the attacker would try to go very near the attacked unit, instead of having the "attack range" distance
- bug fixed: units with splash damage (dragons for example) couldn't be forced to attack their own units
- bug fixed: sawmills and blacksmiths were included in the W menu even after all the upgrades and research have been done
Sounds:
- 3 new TTS sounds: 4289 invisible, 4290 detector, 4291 cloaker
- sounds: removed the indefinite article "a" from 80.ogg and 81.ogg ("wood" instead of "a wood", "goldmine" instead of "a goldmine")
Solo campaign:
- in the chapter 4, after 3 minutes, the mage in b3 teleports to a1
SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").
About multiplayer games, this version is only compatible with itself. If you modify the rules.txt file or the ai.txt file, you need to send it to your friends if you want to play with them, or they won't find your server.
Sunday, November 7, 2010
the conversion spell
The conversion spell is a way to take the control of an enemy unit. The unit will be one of your units. Buildings can be converted too.
To convert an enemy unit:
1. select a mage for orders
2. select the conversion order
3. select an enemy unit or building as a target (warning: if you are selecting a mobile unit in a currently unobserved square, the unit might be actually elsewhere and the order will be canceled when the mage arrives in the square)
4. validate the order
Note: at the moment, the mage can use this spell after a research by the mages tower; but, later, conversion might be the ability of another unit (when the units, buildings and tech tree have been reorganized).
To convert an enemy unit:
1. select a mage for orders
2. select the conversion order
3. select an enemy unit or building as a target (warning: if you are selecting a mobile unit in a currently unobserved square, the unit might be actually elsewhere and the order will be canceled when the mage arrives in the square)
4. validate the order
Note: at the moment, the mage can use this spell after a research by the mages tower; but, later, conversion might be the ability of another unit (when the units, buildings and tech tree have been reorganized).
Saturday, October 23, 2010
[log] SoundRTS 1.1 alpha 5 released
Available at:
http://jlpo.free.fr/soundrts
The main changes since 1.1 alpha 4 are:
Team play:
- allied players, including allied victory and allied vision
- available only in the server menu (use a private server for single player games with allied play; computers are not allied by default)
- the single player menu is the same than before (computers are allied by default)
Chat:
- only available in the server lobby and in the pre-game room (not available when selecting the map and the game speed though)
- to say something to everybody in the same room, press S, enter your message and press enter
Maps:
- multiplayer maps are sorted from the smallest one to the biggest (the number of units is taken into account too)
- added maps pm1 to pm6 by Peter Mahach
The AI might be a bit stronger:
- the AI will retaliate only if it is stronger than the attackers
- the AI builds additional townhalls automatically (no need to specify their number in ai.txt)
- the AI builds more than one production building automatically (barracks, workshop, dragons lair...)
- the AI builds where the peasants are
- the aggressive AI researches the upgrades and abilities
- the aggressive AI uses teleportation
Bugs fixed:
- bug fixed: when restoring a game just after the program's launch, the program would freeze
- bug fixed: sometimes when the sawmill was complete, not all the hit points were available
SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").
About multiplayer games, this version is only compatible with itself. If you modify the rules.txt file or the ai.txt file, you need to send it to your friends if you want to play with them, or they won't find your server.
http://jlpo.free.fr/soundrts
The main changes since 1.1 alpha 4 are:
Team play:
- allied players, including allied victory and allied vision
- available only in the server menu (use a private server for single player games with allied play; computers are not allied by default)
- the single player menu is the same than before (computers are allied by default)
Chat:
- only available in the server lobby and in the pre-game room (not available when selecting the map and the game speed though)
- to say something to everybody in the same room, press S, enter your message and press enter
Maps:
- multiplayer maps are sorted from the smallest one to the biggest (the number of units is taken into account too)
- added maps pm1 to pm6 by Peter Mahach
The AI might be a bit stronger:
- the AI will retaliate only if it is stronger than the attackers
- the AI builds additional townhalls automatically (no need to specify their number in ai.txt)
- the AI builds more than one production building automatically (barracks, workshop, dragons lair...)
- the AI builds where the peasants are
- the aggressive AI researches the upgrades and abilities
- the aggressive AI uses teleportation
Bugs fixed:
- bug fixed: when restoring a game just after the program's launch, the program would freeze
- bug fixed: sometimes when the sawmill was complete, not all the hit points were available
SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").
About multiplayer games, this version is only compatible with itself. If you modify the rules.txt file or the ai.txt file, you need to send it to your friends if you want to play with them, or they won't find your server.
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